Feymark

Simple homemade campaign to learn 4th Edition, a pinch of this and a dash of that

The player was contacted by the Merchant's Guild about a town called 'Greenbrier'. Nobody had heard from the town in a while and a couple of merchants had disappeared after visiting the town.

The player negotiated with the merchant's guild and received a white stallion named 'Ash' as part of his payment.

The next day the player rode into Greenbrier which had turned into a ghost town. Using his tracking skills (which are impressive, for a wizard) he found the trail of a group of goblins which he followed to a cave.Behind some stalagmites there was a crack in the wall of the cave which was barely visible. Behind this crack lay a bigger cave, or an extension of the cave.The player snuck up on a goblin which was snacking on the severed limb of a small child and tried to reason with it.The goblin wasn't interested in talking and reached for his short sword. The player Feystepped and grabbed the goblins sword before it had the chance to fully unsheath it.After interrogating the goblin the player made him flee the cave.The player continued his exploration of the cave and was forced to kill several goblins before finally coming face to face with the leader. Being thoroughly disgusted by the fact that the goblins had used the people of the town of Greenbrier as their food supply he didn' t try to reason with the leader and his guards but instead chose to immediately attack.

After easily dispatching the goblins the wizard was forced to leave the town of Greenbrier with nothing to show for it except the knowledge of the fate of its inhabitants.

After having some time to rest from his previous ordeal the player receives word that his help has been requested in the town on the other side of the lake.
After reviewing several options (including Fey Stepping across the lake) the player seeks passage on a boat from the Elves that live on the lake.

Upon arriving in the town of Sullock (other side of the lake) he immediately visits the local burgomeister for information.
It turns out that his help was requested by one of the local fish merchants because his son had gone missing. According to his father his son (James) had a habit of occasionally ‘taking a break’ from the family business, but although the burgomeister and the town guard thought that his son had simply run away he did not believe this to be the case.
The player decided to investigate and sought out James’ best friend.
The best friend told him that James had a hiding spot somewhere where he would go when he was fed up with the family business. He didn’t know exactly where, but he had followed him once and it was somewhere near the cemetary.

Using his Nature skill to track James’ path the player wound up in an old crypt.
After searching the crypt he discovered a secret passage leading down into a larger crypt.
Because his attention never wavered the player found a trap before it was triggered.
Something was watching through a thin slit in the wall…
Sneaking past the peephole the player came upon several kobolds waiting to ambush him.
After dispatching the kobolds the player pulled the lever that triggered the trap in order to see what it did. Two gates slid down from the ceiling trapping the player between two rooms/alcoves.
Three kobolds came running from the opposite alcove because they had heard the gates slamming down. Although the last two kobolds were easily dispatched, the front kobold was still coming toward the player.
The player used his Fey Step to teleport out of harm’s way to the opposite side of the gate.
The kobold reset the trap using the lever and ran towards the player.
The player and the kobold had it out while the gates were still being raised until the player proved victorious.
After healing himself a bit the player went onwards and defeated three more kobolds that were in their living quarters. Unfortunately the player had not found James yet and it seemed like the dungeon was devoid of exits and creatures.
A careful look around discovered another secret door in the northern most room of the dungeon with a stairwell leading down.

Downstairs the player could hear some moaning and shuffling.
Using a clever combination of the Light cantrip and a rock the player had a way of exploring the passageway in front of him without having to risk any encounters and/or traps.
After battling several (weak) zombies in several rooms the player came upon what seemed to be the final room of the dungeon. There were several human sized cages in various states of decomposition and a few places where Doomspore was growing abundantly.
In this room there were three more zombies and a couple of skeletons.
All three zombies were tricked into coming close together by tossing the ‘light rock’ into the room and quickly dispatched using an area effect spell.
The skeletons turned out to be more problematic as they had short bows, but after a battle that waged through several rooms and the main corridor they too were dispatched by the player.
After all this, there was still no James to be found.

After some more digging the player discovered yet another secret door, this time leading to a study of some kind. Lying on a bed in this room was James, alive if slightly starving and dehydrated.
It turned out that the kobolds had recently moved into the upper floor, unbeknownst to James and he had only narrowly escaped into the lower level.
After finding the study he came across several scrolls, hoping that these might help him he inadvertently summoned a small army of the undead.
In a desk in this room the player found an old diary of the necromancer that used to call this dungeon home. It turns out that he had been part of the ancient war effort like the elf in the tower, but this one had been exiled because of his necromancy.
He believed necromancy to be the key to winning the war, but after he was exiled he had to leave the ‘lab’ because the army knew where it was.
He did mention another lab near one the other towers that they had not yet discovered to which he would move his research…

The player went back to his hometown because one of his childhood friends had been murdered.
After finding out his friend was called while protecting the town’s granary from looters that had recently appeared he followed the tracks into the forest.
After marching for about a day the player came upon a group of goblins relaxing around a fire.
To catch them off guard the player used a cantrip to create a sound on the opposite side of the campsite from him and attacked the goblins.
After easily dispatching two of the goblins, the player opted to keep the third alive for questioning.
The goblin, being an evil, nasty and uncooperative creature, did not answer any questions and the player bashed its head in so it wouldn’t warn the others he was coming.

After exploring the area around the campsite the player found two areas of interest, an old collapsed and overgrown tower and a chasm with a rope ladder leading down into it.
Fearing that the chasm might be the lair of something beyond his capabilities, the player went to the tower to examine it.
Unfortunately the tower was just a ruin.

The player decides to risk descending the rope ladder and discovers that about halfway down there’s an opening in the wall of the chasm that leads to an ancient storeroom, now filled with debris and rotting food.
Exiting the storeroom he comes to the central room of the ‘dungeon’ and finds that it is in fact a floor of the old tower complex.
After killing the goblins that had used the old sleeping quarters/barracks of the tower as their own sleeping quarters the player comes upon a hallway with a dead goblin in it.
After some dungeoneering the player discovered that the goblin had died because he (or she) had triggered the spear trap in the hallway.
After some clever maneuvering the player reached the door that led to the armory, unfortunately he did not have the magical key necessary to open it.
The player decides to go up a floor and discovers the room where the goblin leader and his subcommander are staying.
After a hard battle the player finally defeats the creatures and searches the room.
The center of the room is dominated by a giant pit of sand with mystical and magical symbols drawn in it and tiny fragments of crystal are scattered all through the room.
In one corner of the room there is a desk with a skeleton in front of it, in this desk the player discovers an old diary.
The diary tells part of a story (because of the damage to the diary).
When the writer was still alive there was a terrible war going on and his side was losing, to close something they were creating focal points or Nexus towers.
The final entry was that everybody had left and that the writer was going to activate the spell which would seal him in the tower.